Should cenobite's passive chains be nerfed so they dont target the person with the box?

Cenobite's passive is broken at the moment because you can't solve the box since the chains from chain hunt target you all the time and it would be a very nice idea to make them unable to target you while solving/holding the box

Comments

  • as much as the chains get annoying, you do eventually get a window that you are able to solve the box. the passive chains for holding the box are to prevent the player from keeping the cenobite's power hostage, kinda like how you could hold victor hostage against the twins, removing that would add little to no risk to holding onto the box for the entire match

  • Chains spawn on cycle. 3 chain attack cluster and then a cooldown. Just wait 3 chains and solve the box

  • I can't solve the box. The chains interrupt every single time

  • "Nerfing" it to that extent is the wrong way to go about it. Having the chains not target the person holding the box at all is far too gratuitous an ask and would make it far too easy to hold the box hostage by one survivor.

    However, I can empathize with the notion that it is incredibly poor design that the chains stop survivors from solving the box- putting them in a hellishly annoying cycle of trying solve it, getting interrupted, and having to start all over. This is not a "skill" that survivors should have to learn, and desperately search for "the window" of opportunity to solve the box between chains. If the devs wanted the solving the lament configuration to be a skillful act they wouldn't have made it a regular skillecheck action. Instead they'd have been creative like everybody wanted them to be, and create some kind of new mini-puzzle in order to solve the puzzle box that actually challenged players in a unique way that isn't played out and hasn't been done before in Dead By Daylight.


    So while I entirely disagree with the idea of having the chains not target the person holding the box, I am in full support of making solving the box an interaction that won't be interrupted by chains.

    This way everybody gets what they want: killers playing Pinhead still apply pressure to all survivors with chainhunt, but the survivor making the effort to solve the configuration and end chainhunt can do so smoothly without needing to learn some obscure and frankly unnecessary "timing" between when the portals spawn, when the chains target you, etc.

    This is already something in-game, though the chains interrupt many actions like healing, repairing generators, etc. they do not interrupt actions like opening exit gates. So the code already exists, it just needs to be applied to the lament configuration.

    On top of this I also support the change of saving partial progress in solving the configuration. This is also something that already exists in game with the Deep Wound Status effect, when you're mending and you get interrupted for one reason or another, your progress isn't reset back to zero it stays where it was until you finish the progress bar. The same could be done for the configuration.

    I made a poll on this topic shortly after pinhead released on the live build (and before the midchapter patch changes) and a large majority of responses were in favor of these changes.

    @Seiko300 said:

    Most of us agree that Pinhead could use a bunch of major changes, the primary issue being there's too low of a reward for a power that is as difficult to use as Pinhead's. Because of this he's not in the best place right now but on the bright side the foundational concept of how his power operates is solid and he looks to have a lot of potential if the right changes are made.

    That being said,

    Something I found to be a bit of a design flaw during my time as survivor against pinhead was during Chain Hunt. When all survivors are being pursued by endless hordes of spawning chains and you need to solve the puzzle box in order to get the hunt to stop, the chain hunt can actually INTERRUPT your attempts to solve the Puzzle Box.

    Now, I am well aware Pinhead needs a lot to make him a better killer but this I believe is incredibly obnoxious. Trying to solve the puzzle box only to be interrupted by a chain that snags your arm away or claws at your back before you can finish it, only to break free do the box and then get hit by another chain resetting your progress back until you run around a little to dodge the chains and repeat the cycle or until Pinhead teleports to you is nothing short of completely irritating.

    It seems to me that Chain Hunt does pause for the person doing the box, but the problem is when the portal for a chain spawns just before you try solving the puzzle box and completely halts your progress just after you start doing it. And this cycle can repeat itself for a solid 15 or 20 seconds or more if you're really unlucky, dragging out what shouldn't be a very long interaction.

    Of course maybe I'm the one misunderstanding something, in which case correct me if I'm wrong, I haven't played too many games against pinhead just yet- but of the games that I have played against him this has been the case.

    I know that doing the Puzzle Box is far too easy right now, but this isn't the right way to make it more difficult to do the puzzle box and allow Pinhead to take greater and more numerous opportunities to take advantage of chain hunt.

    There are much more interesting ideas out there like hiding the Puzzle Box's aura to survivors until the progress to chain hunt has passed 50% giving them less time to reach it before chain hunt begins. Or increasing the difficulty of the skillchecks like replacing the normal skillcheck with the new repeating yellow glyph skillchecks or doctor style skillchecks that reverse the direction or appear in different parts of the screen.

    So my suggestion being while you're solving the puzzle box, chains that spawn as a result of chain hunt will not prevent you from completing the puzzle box interaction. Chains specifically from Chain Hunt, and this change will not affect the chains that Pinhead spawns manually and has to aim. And of course in the process hopefully around this time if not at the exact same time the Puzzle Box will be updated / reworked to be more interesting a mechanic and difficult for survivors to solve in other ways that are less of an annoying and more innovative and thoughtful.


  • i think this was actually a thing on the ptb and they changed it a bit. basically you could just hold the box indefinitely until u got downed. the chains arent suppose to bother u as much as everyone else i think but im mostly speaking out of my ass rn.

  • I don't think they should leave you alone when you're holding it, but they should leave you alone when you're solving it.

  • I don't think the chains should completely ignore the person with the box, but it's really annoying when you get stuck with the box and can't get rid of it because chains are harassing you. A really easy fix I have in mind would be to just make the survivor unaffected by chains while solving the box, similarly to how you can still vault windows and drop pallets while chained.

  • No, the hooks are an incentive to solve the box quickly instead of just leaving it until the last minute

  • Yes, because you can just go to a spot where the chains won’t reach you anyway. It’s just tedious.

  • Only if you're opening it

  • Make it that it doesn't target the survivor SOLVING the box, but remove the possibility of cancelling the solving, as survivors do that to annoy the killer.

  • No he's one of the weakest killers. The chainhunt passive effect is the only thing he has going for him.

  • You 90 seconds before a chain hunt starts and you always know where the box is. If you can't be bothered to solve it before a chain hunt starts that is on you and you deserve to suffer the consequences

  • I think the chains should target the player with the box, but only if they are not actively solving it.

  • They should only stop targeting the person with the box when they're solving it.

  • He's THE HIGH PRIEST OF HELL, he should be overly oppressive.

  • No, he sucks. Chains should be a problem, not something you can just completely ignore by having 1 person holding it hostage